/Engine/Source/Runtime/Engine/Public/WorldCollision.h
We use double buffer for trace data pool. FrameNumber % 2 = is going to be the one collecting NEW data CheckFWorldAsyncTraceStateto see how this is used. For now it is only double buffer, but it can be more.
struct AsyncTraceData : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)
FGraphEventArra...
AsyncTraceCompletionEvent
Thread completion event for batch
bool
bAsyncAllowed
If Execution is all done, set this to be true
bool
bAsyncTasksCompleted
int32
NumQueuedOverlapData
Datum entries in OverlapData are persistent for efficiency.
int32
NumQueuedTraceData
Datum entries in TraceData are persistent for efficiency.
TArray<TUnique...
OverlapData
TArray<TUnique...
TraceData
Data Buffer for each trace type - one for Trace/Sweep and one for Overlap